Posted 11 February 2018 - 09:23 PM

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Requirements:

Create a Fusion Monster that can be Summoned both with and without Polymerization.

Card A

Ancient Gear Trebuchet
EARTH - ✪✪✪✪✪✪✪ - Machine/Fusion/Effect - 2600/0
2 "Ancient Gear" monsters with different names
You can also Special Summon this card (from your Extra Deck) by sending the above cards you control from your field to the GY (in which case you do not use "Polymerization".) If this card is Fusion Summoned: You can target 1 "Ancient Gear" Spell Card in your GY; add it to your hand. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If an "Ancient Gear" monster you control inflicts battle damage to your opponent: Draw 1 card.

Card B

3+ Psychic-type monsters
You can only Special Summon 1 "Trauma" per turn. You can also Fusion Summon this card by banishing the above materials from either Graveyard (You do not use Polymerisation), but if you do, you take 300 damage for each monster banished this way. If all monsters banished this way are yours, your opponent takes that damage, instead. During either player's turn: You can banish this card face-down until the end step, and if you do: Draw 1 card. When this card is sent from the field to the Graveyard: Return any number of your banished Psychic-type monsters to your deck.

Posted 13 February 2018 - 07:49 AM

Nekomata

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Ok so here's a quick review.

Card A is an Ancient Gear card, meaning it has to work with the Archetype. Spell recovery is something they need, indeed. Also it has the Ancient Gear clause. The drawing effect looks... a bit overpowered? I mean, considering Ancient Gears usually do piercing damage, Summon big monsters, and prevent the opponent from activating card; consider also this guy has 2600 ATK. Maybe an OPT on the last effect? Or if you don't want this change, you can just say "if another Ancient Gear" and that'll fix it.

Card 2 instead is a generic Psychic boss monster with a high ATK and with a 900+ burn effect. Psychic don't usually swarm the GY, but I guess you could make a Deck around it, or just use this as Psychic Gagaga Cowboy to end the duel. Also 90% of the times you'll be using your own monsters, but I guess having the option of using the opponent's ones in case you're dueling against Psychic is fine (but again, really situational). Also, the Quick Effect lasts until the... end step? It doesn't activate during a battle, so I guess you meant End Phase. If that's the case, this is just broken. Why? Just Summon it, (attack), banish it, draw - this way the EMZ is now free for further plays - wait until the next turn, repeat. A constant drawing effect. You'll never use the last effect because

1) you can just chain/banish/draw if it's about to die

2) it could miss timing

3) why would you even do it, it doesn't have a reward (like drawing) for shuffling them back.

This card has some OCG problems too, the most evident being "Polymerisation"; but since I'm bad at it too, I can't complain much.

I'll vote for the Trebuchet, card A. Even though Card B is more creative for the Summoning condition and versatility of effects, Card A is more balanced.

Posted 13 February 2018 - 08:54 AM

Darj

There is no such thing as fate

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Card A:

Practical to Summon, ATK is a bit too high for a 2-material monster IMO, but should be fine since Ancient Gears are more about strong punches so you could say that it goes on theme. The effects look solid as well.

Card B:

I will just say nope to this. I could have been fine with it... if it couldn't use any number of monsters in the GY. Really, with such condition it's screaming of FTK/OTKs by massively milling Psychics, then Summoning this for game. With the assistance of milling cards like Lawnmowing, Magical Merchant, Lightsworn engines and maybe some loops, that should be possible. This is not something the personally I encourage.

Posted 13 February 2018 - 01:10 PM

Flash Flyer - Sakura

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Card A

Least it's an easily accessible boss for Ancient Gears to make and recovers stuff (the amount of support cards for AGs lends itself well to this card's purpose). ATK is a bit high, yes, but they're generally beatsticks anyway so technically, this card fits right in. Drawing effect is of some concern though, coupled with Reactor Dragon and Golem that generally deal damage no matter what, however I don't think it's too bad overall.

Card B

While I don't see any Psychic decks that really want to use the GY as setup, yes, Lawnmowing and access to the opponent's GY does not go well for this card design-wise, despite the burn damage you're taking if you do use the opponent's stuff. Bringing up the Lawnmowing/mill point, again, which Decks even want to invest in this. Removing mill stuff from the equation, you likely will only use the min. 3 Psychics to make this.The second effect technically can bypass MR4 rules a bit for a free draw, but that's about it. Last one helps for recovering stuff, but again, they don't really use the GY much.

(I'll overlook the Polymerization thing, as it is technically correct spelling in British English; though I think TCG stuff defaults to American most of the time.)